(This is temporary. Files haven't yet been approved on gtagarage Updated on 13 May 2012 to fix light export problem pointed out by blaster_nl).

Sample screenshot:

(The vehicle in the screenshot has already been released & is available at gtainside. )

This tool doesn't offer major breakthroughs. Kam's scripts and Zmodeler2 have been around for a while and most of the stuff they can't do has since been made possible through tools like DexX's SAGFX, Deniska's Maxscripts or Steve M's CollEditor 2. Well MOST but not everything.

And there's support for both UV maps, UV anim export, lights and night vertex colors. Nothing new there but could be handy to have everything in the same interface. In general, I hope this is a more robust tool that gives fewer buggy models.

See the readme for more information.

Credit is due to guys who evaluated this tool and also those who uncovered the file format (didn't do any investigation myself). Thanks to fastman92, DexX, The Hero, RESpawn, Kam, Deniska, Steve-M and everybody else who contributed to format information on gtamodding.com

seggaeman

Yep I sure used to find that pretty annoying . Btw let's say you got a model where some of the faces have been assigned smooth groups 1 and 2, and the rest have been assigned group 1 only. In the viewport it will look like a single smooth group but the tool will see 2 separate ones !

DexX

No bump map support right now. Actually I don't know much about this feature. Send me a sample GTA III model using bump map and I'll investigate.

Number section = 288. Used in material on some generic objects in GTA3.

I do not know that until now did not support it in KAM scripts or ZModeler.

What models in gta3 use it?

I can provide some samples for rwg 3.6/7, but i seem to recall there being slight differences between versions. A bump mapped material exported in rw 3.6 wouldn't load properly in rw 3.4 (VC), something to do with the length of the texture name string.

I'll have to install a newer version of max than 2008 to test it, but if it does everything you claim, that's awesome. Especially the smoothing groups

QUOTE

- Version specific ambient, diffuse and specular figures apply to GTA III and GTA VC (RW 3.3.0.2). These values aren't used in GTA VC (3.4.0.3) and GTA San Andreas.

Renderware spec isn't used in SA, but i know ambient and diffuse are. Both values are blended with the material color when RwD3D9SetMaterial is called, mostly noticeable on vehicles or other dynamically lit objects. They likely work in GTA3/VC as well. And in gta3, the specular part of the material is used as the "reflection multiplier" for the reflective material on the default vehicles.

seggaeman

I'd say not full because stuff like coronastar has not been implemented. But there certainly is comprehensive support for the rest. That is as far as vehicles go, I don't think there is something Kam's scriptsor Zmodeler2 can do and which this tool can't.

@seggaeman, How accurate are the omni import settings for map objects? Each omni has the following settings: multiplier: 1,0, FAE: 200,0 Also the colors look odd, i've seen many black lights on buildings from SFe.

The Hero

About the bump, you could look at my source code (see sig), which should be about correct. I used the rw 3.7 exporter to generate some files with mat fx and also looked at the files in gta that have mat fx, perhaps this helps you.

razor1995

About the bump, you could look at my source code (see sig), which should be about correct. I used the rw 3.7 exporter to generate some files with mat fx and also looked at the files in gta that have mat fx, perhaps this helps you.

DexX

The renderware exporter won't work with the newer versions of 3ds max that i have installed, hence the hack-job tool

Seggae, am i missing it, or did you not code an export "Scale" option? It would be handy instead of manually scaling each object in a hierarchy, resetting the xform an re-linking to the bone/dummy/helper objects, etc.

seggaeman

DexX thanks for the material effects tool I'll have a look at it once your site hoster is up and running again.

Nope there is no scale option right now. I can add it in the next release of the tool (which will also add ped and mass file export through Maxscript).But actually it does take node and object offset transform into account. So if you scale geometry up/down and don't reset XForm you don't need to worry about it being a different size in the file.

lpgunit

Any ETA on the ped import/export support? I'd like to do peds on your plugin as Kam's seems buggy at times. In some cases I had to resort to some rather unorthodox workarounds like exporting the model first as an Unreal Engine PSK, and reimporting it using Gildor's script - I had to do that with my Felicity Merriman ped when I found out that one of her hands were effed up ingame.

The hmydrug.dff and test.dff are from the vanilla game, with test as the hmydrug model I re-exported using the tool. When I did the same thing to my model (hfyst.dff), the resultant model named wat.dff ended up being slightly tilted.